apana said:So your complaint is basically that you have to remember to jump in certain areas? Like when the mole throws bombs at the track.
Please don't start anything here
apana said:So your complaint is basically that you have to remember to jump in certain areas? Like when the mole throws bombs at the track.
heringer said:There's nothing wrong with my setup. Different strokes for different folks.
psyduckDascu said:Wait, you can do a jump in mid-air during a roll?
So that's how you get those puzzle pieces and KONG letters.
Super Meat Boy is easily on par with Yoshi's Island (and Yoshi's Island is one of my favorite games of all time) and infinitely better than DKCR. See, Super Meat Boy is about platforming. There's no mine fuckin' cart worlds or diversionary rocket barrel levels or some retarded riding on a rhino or some shit. Or endless repeat banana bonus rooms for puzzle pieces. Or stopping to blow fucking dandelions. Or fucking awkwardly stomping the ground so you can pop open a cactus or some shit. It's platforming.. straight up. With some of the best platforming physics/momentum/controls in the business. Where it matters, SMB wins. And what matters in platforming is ultra precise controls with no lag, no input foibles based around waggle, no literal trial-and-error like DKCR so often is.
You said SMB is trial-and-error, but there is no trial-and-error in the game. Not even once. In fact, it pretty much betrays your intent since it says you don't know what trial and error means. In SMB, you always know exactly how to get to the end. You always know exactly what your obstacles are. You always know exactly how fucking brutal it's going to be. It's not like DKCR where you're riding a mine cart and fuck some bomb blows up the track and you die because you didn't memorize that part or the precise moment when you should launch yourself to make another track. No, in Super Meat Boy the only thing between you and the goal is your skills. And the more you improve, the further you get. No controls stand in your way, no diversionary crap fills the rims, no wasted levels. Even bosses are platforming challenges.
DKCR has one thing over meatboy, obviously, and that's a bigger budget and there's more shit going on in the background and such. Like, if you need your platformers to constantly be throwing, um, bugs at you and like collapsing rolling tracks then you'll prefer it to SMB..
Dascu said:Wait, you can do a jump in mid-air during a roll?
So that's how you get those puzzle pieces and KONG letters.
My favourite level in the game.jarosh said:world 7 was so awesome. especially 7-k. i looooved that level. so amazing, so ingeniously designed, so much fun!
level i'm talking about: http://www.youtube.com/watch?v=F29fnwAuroA
KevinCow said:I can't believe I'm most of the way through Mirror Mode. I figured it'd never happen, but I'm halfway through world 6.
Ben2749 said:Huh. I'd rather you hadn't spoiled that, but oh well, it's not too big a deal.
Is it literally just the same levels, but mirrored, so you start at the far right, and run left? That's kind of lame, if so.
Ben2749 said:Huh. I'd rather you hadn't spoiled that, but oh well, it's not too big a deal.
Is it literally just the same levels, but mirrored, so you start at the far right, and run left? That's kind of lame, if so.
[Nintex] said:The flying bird is like almost the same.
What the hell does the word "mirror" mean to you exactly? :lolagrajag said:So, in mirror mode:
do you simply go from right to left instead of left to right? Or do you actually have to make it from the end of the level to the beginning? The second possibility sounds more intriguing.
You know the little rocks that you see in that level? They also work if you duck.Aaron Strife said:holy shit
I made my way through world 2 last night and lost about 20 lives on Tidal Terror
I wanted to make that level my bitch so I tried time attack mode immediately after
it took me four hours
but I did it
52.67
RETRO YOU SADISTIC FUCKS
You throw bombs at it and then you beat it up by drumming. The only thing that's removed is the 'drill the egg' thing.RawkHawk2010 said:Not even close.
[Nintex] said:You throw bombs at it and then you beat it up by drumming. The only thing that's removed is the 'drill the egg' thing.
yeah i knew thatSgt.Pepper said:You know the little rocks that you see in that level? They also work if you duck.
Try JoeFenix's videos as a guidance. Some of them really helped, like in Tidal Terror.Aaron Strife said:yeah i knew that
the problem was getting as far as i possibly could before getting hit by the tide
[Nintex] said:You throw bombs at it and then you beat it up by drumming. The only thing that's removed is the 'drill the egg' thing.
What spike-ball level? I really don't remember all the levels...Jonnyboy117 said:There are definitely some trial-and-error moments in DKCR. On the World 6 boss for instance, he uses attacks that you couldn't possibly know how to avoid the first time you see them. Once you've seen it, you can recognize the visual cues and avoid it in the future, but you will almost certainly get hit the first time. There's also a place in the spike-ball level that I don't think can be passed without taking a hit. That's my problem with this game, it's 95% tight platforming, but that last 5% of ambiguity and looseness makes it absolutely infuriating due to how the gameplay is balanced for difficulty.
Jonnyboy117 said:There are definitely some trial-and-error moments in DKCR. On the World 6 boss for instance, he uses attacks that you couldn't possibly know how to avoid the first time you see them. Once you've seen it, you can recognize the visual cues and avoid it in the future, but you will almost certainly get hit the first time. There's also a place in the spike-ball level that I don't think can be passed without taking a hit. That's my problem with this game, it's 95% tight platforming, but that last 5% of ambiguity and looseness makes it absolutely infuriating due to how the gameplay is balanced for difficulty.
Jonnyboy117 said:There are definitely some trial-and-error moments in DKCR. On the World 6 boss for instance, he uses attacks that you couldn't possibly know how to avoid the first time you see them. Once you've seen it, you can recognize the visual cues and avoid it in the future, but you will almost certainly get hit the first time. There's also a place in the spike-ball level that I don't think can be passed without taking a hit. That's my problem with this game, it's 95% tight platforming, but that last 5% of ambiguity and looseness makes it absolutely infuriating due to how the gameplay is balanced for difficulty.
Phenomic said:So I'm playing through 4-2 Right now and I'm really getting pissed at this. So if someone can help that would be great.
http://www.youtube.com/watch?v=TjNIHpvM8vYI'm trying to get the final Letter G and when I go to bounce on the Tiki Guy I don't ever have enough height to reach the blast barrel to take me in the background. Normally when I jump on enemies heads I flip and get more height like the guy does in the Youtube video around the 1:22 mark. However, anytime on this enemy I do it it WONT FLIP and I don't get the hell why I can't reach the damn barrel. WHAT THE HELL AM I DOING WRONG. I've loved every minute of this and I've never had a problem getting the flip to work but I've lost over 40 lives so far and I'm reaching the point where a damn remote is going to be stuck in the wall. Obviously I'm either doing something seriously wrong with jumping or my games bugged because I've flipped in the air multiple times each level.
You aren't the only one. I consider Nunchuk combo to be far far superior to Wiimote.richiek said:I must be the only one here who prefers the Wiimote/Nunchuk combo over the Wiimote sideways version. I find it easier to the do the higher jump boost when stomping on an enemy and not worry about pressing an extra button to run faster. I also like doing the motions for the ground pound better.
I prefer that one too. It's very comfortable to me.richiek said:I must be the only one here who prefers the Wiimote/Nunchuk combo over the Wiimote sideways version. I find it easier to the do the higher jump boost when stomping on an enemy and not worry about pressing an extra button to run faster. I also like doing the motions for the ground pound better.
Just gotta be sure you're pressing/holding jump at the right time. No secret to it.Phenomic said:So I'm playing through 4-2 Right now and I'm really getting pissed at this. So if someone can help that would be great.
http://www.youtube.com/watch?v=TjNIHpvM8vYI'm trying to get the final Letter G and when I go to bounce on the Tiki Guy I don't ever have enough height to reach the blast barrel to take me in the background. Normally when I jump on enemies heads I flip and get more height like the guy does in the Youtube video around the 1:22 mark. However, anytime on this enemy I do it it WONT FLIP and I don't get the hell why I can't reach the damn barrel. WHAT THE HELL AM I DOING WRONG. I've loved every minute of this and I've never had a problem getting the flip to work but I've lost over 40 lives so far and I'm reaching the point where a damn remote is going to be stuck in the wall. Obviously I'm either doing something seriously wrong with jumping or my games bugged because I've flipped in the air multiple times each level.
Yeah, it's simple and intuitive, as demonstrated by this 37 step chart I designed explaining the ins and outs of how to time the button press. It should probably go in the OP just to make sure people understand the simplicity and ease of the controls they're missing out on because of fanboy goggles.Socreges said:Just gotta be sure you're pressing/holding jump at the right time. No secret to it.
GrotesqueBeauty said:Yeah, it's simple and intuitive, as demonstrated by this 37 step chart I designed explaining the ins and outs of how to time the button press. It should probably go in the OP just to make sure people understand the simplicity and ease of the controls they're missing out on because of fanboy goggles.
Either I don't get what you're on about, or you're just being a dipshit?GrotesqueBeauty said:Yeah, it's simple and intuitive, as demonstrated by this 37 step chart I designed explaining the ins and outs of how to time the button press. It should probably go in the OP just to make sure people understand the simplicity and ease of the controls they're missing out on because of fanboy goggles.
If you say so. I'm at world 5 and have collected all the Kong and puzzle pieces in every level I've beaten, as well as getting about a half dozen gold metals in time trials. The timing remains iffy in a lot of circumstances. I don't think it's a coincidence how many people have brought the issue up in this thread, and it's a bizarre and unnecessary control issue considering the timing feels fine when you're gaining air off environmental objects like tires. At the best it's an flaw that can be worked around, but it's still bad design.Jintor said:Literally though once you get it you get it
It's difficult as fuck until you internalise the timing or whatever but after that it's just bam
I wasn't really responding to you directly so much as riffing on your post. Whether that makes me a dipshit is subjective, I guess. Hope that clears things up. And btw, I have "internalized" the timing and there's still patterns when the timing feels fucked to me.Socreges said:Either I don't get what you're on about, or you're just being a dipshit?
I didn't say it was simple or intuitive. I actually think the opposite. But that doesn't mean we can tell him exactly what he needs to do differently. As Jintor explained, he's just got to internalize it.
I guess you just don't feel there's a "right time", whereas I do. The mechanics, as I see it, are complicated when you're expected to jump, jetpack, and then bounce off an enemy that is higher than the platform that you originally jumped from. The precision and quickness required is pretty ridiculous, but I've found that with mastery it can be done consistently. There are times when I fuck up, but that's user error, not some glitch in the game.GrotesqueBeauty said:I wasn't really responding to you directly so much as riffing on your post. Whether that makes me a dipshit is subjective, I guess. Hope that clears things up. And btw, I have "internalized" the timing and there's still patterns when the timing feels fucked to me.
Not in practical terms though, if the ultimate result is the same (botched jumps). However, I can see we agree on the essence of the issue, which is that the controls for this action are not particularly intuitive, even if they can ultimately be worked around.Socreges said:I've complained about the controls plenty in previous pages. But being unintuitive and being broken are two different things.
Rez said:World 8 is a huuuuuge dip in quality from the previous worlds. It's just frustrating.
Yes, in practical terms. If we conflate the two words into one, they mean much less. By broken we have to use it in its own distinct way: i.e., doesn't work.GrotesqueBeauty said:Not in practical terms though, if the ultimate result is the same (botched jumps). However, I can see we agree on the essence of the issue, which is that the controls for this action are not particularly intuitive, even if they can ultimately be worked around.